VoxelEngine/src/lighting/LightSolver.cpp
2023-11-24 20:26:16 +03:00

129 lines
3.1 KiB
C++

#include <iostream>
#include <assert.h>
#include "LightSolver.h"
#include "Lightmap.h"
#include "../content/Content.h"
#include "../voxels/Chunks.h"
#include "../voxels/Chunk.h"
#include "../voxels/voxel.h"
#include "../voxels/Block.h"
LightSolver::LightSolver(const ContentIndices* contentIds, Chunks* chunks, int channel)
: contentIds(contentIds), chunks(chunks), channel(channel) {
}
void LightSolver::add(int x, int y, int z, int emission) {
if (emission <= 1)
return;
lightentry entry;
entry.x = x;
entry.y = y;
entry.z = z;
entry.light = emission;
addqueue.push(entry);
Chunk* chunk = chunks->getChunkByVoxel(entry.x, entry.y, entry.z);
chunk->setModified(true);
chunk->lightmap->set(entry.x-chunk->x*CHUNK_W, entry.y, entry.z-chunk->z*CHUNK_D, channel, entry.light);
}
void LightSolver::add(int x, int y, int z) {
assert (chunks != nullptr);
add(x,y,z, chunks->getLight(x,y,z, channel));
}
void LightSolver::remove(int x, int y, int z) {
Chunk* chunk = chunks->getChunkByVoxel(x, y, z);
if (chunk == nullptr)
return;
int light = chunk->lightmap->get(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel);
if (light == 0){
return;
}
lightentry entry;
entry.x = x;
entry.y = y;
entry.z = z;
entry.light = light;
remqueue.push(entry);
chunk->lightmap->set(entry.x-chunk->x*CHUNK_W, entry.y, entry.z-chunk->z*CHUNK_D, channel, 0);
}
void LightSolver::solve(){
const int coords[] = {
0, 0, 1,
0, 0,-1,
0, 1, 0,
0,-1, 0,
1, 0, 0,
-1, 0, 0
};
while (!remqueue.empty()){
const lightentry entry = remqueue.front();
remqueue.pop();
for (size_t i = 0; i < 6; i++) {
int x = entry.x+coords[i*3+0];
int y = entry.y+coords[i*3+1];
int z = entry.z+coords[i*3+2];
Chunk* chunk = chunks->getChunkByVoxel(x,y,z);
if (chunk) {
chunk->setModified(true);
int light = chunks->getLight(x,y,z, channel);
if (light != 0 && light == entry.light-1){
lightentry nentry;
nentry.x = x;
nentry.y = y;
nentry.z = z;
nentry.light = light;
remqueue.push(nentry);
chunk->lightmap->set(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel, 0);
}
else if (light >= entry.light){
lightentry nentry;
nentry.x = x;
nentry.y = y;
nentry.z = z;
nentry.light = light;
addqueue.push(nentry);
}
}
}
}
const Block* const* blockDefs = contentIds->getBlockDefs();
while (!addqueue.empty()){
const lightentry entry = addqueue.front();
addqueue.pop();
if (entry.light <= 1)
continue;
for (size_t i = 0; i < 6; i++) {
int x = entry.x+coords[i*3+0];
int y = entry.y+coords[i*3+1];
int z = entry.z+coords[i*3+2];
Chunk* chunk = chunks->getChunkByVoxel(x,y,z);
if (chunk) {
chunk->setModified(true);
int light = chunks->getLight(x,y,z, channel);
voxel* v = chunks->get(x,y,z);
const Block* block = blockDefs[v->id];
if (block->lightPassing && light+2 <= entry.light){
chunk->lightmap->set(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel, entry.light-1);
lightentry nentry;
nentry.x = x;
nentry.y = y;
nentry.z = z;
nentry.light = entry.light-1;
addqueue.push(nentry);
}
}
}
}
}